A Galaxy of Professions

A Galaxy of Professions

As a New Player or a Returning Veteran - you can find out anything you want to know about any profession of interest.

Beast Master

As a Beast Master you can collect DNA strands from creatures, and incubate them into Eggs that you can then sell or hatch for yourself. As the Beast Master you have full control over the color and combat
skills of the beast during the incubation process (color: dps or armor bonus = temperature slider...skills: quality of components used). After the pet is crafted and hatched some pets have the ability to have their color
altered via a beast dye kit. The dye kit is a common item awarded for completion of a repeatable collection (enzyme colors). There is no significant random element to beast crafting. All stats are controllable by the beast
crafter. There is a random chance for mutations which can improve combat stats or change the appearance of the creature being incubated.

Bounty Hunter

The Bounty Hunter performs several useful services. He eliminates annoyances and obstacles which may be impeding certain officials and businessmen in the performance of their duties, and he restores honor
to persons of dignity who may have suffered an offense. These services are accomplished, of course, primarily through the regrettable necessity of killing people. Oh sure, sometimes the Bounty Hunter will go to great lengths
to “bring ’em back alive,” if that’s a condition of his contract … but normally, if given a choice between dead and alive, the Bounty Hunter considers “dead” to be safer and easier all around.

One hears stories about Bounty Hunters chasing their prey to the far edge of the galaxy and back. In general, however, Bounty Hunters are not detectives. They prefer commissions where at least a general location of is provided
for the target. Once they’re in the right neighborhood, they’ll use their tracking droids to flush the target out of hiding, and then move in for the kill. Of course, if things are slow the Bounty Hunter might make some random
visits to the seedier part of town, just to see if they run across anybody with a price on their head. And there are always those who are willing to pass along a tip for a few credits. Squealing to the Imperial officials can
get you into all sorts of trouble, but Bounty Hunters are all business.

Actually, the Empire kind of likes Bounty Hunters, and uses them frequently. A Bounty Hunter is often a great deal more efficient and subtle than a squad of Storm Troopers, and you only have to pay them if they succeed. The
Rebellion may not care much for the Bounty Hunter’s tactics, but Rebels are nothing if not pragmatic, and with the Rebellion chronically short on personnel and always needing to keep a low profile, sometimes a Bounty Hunter is
just what a mission calls for (and of course, if a Bounty Hunter happens to be truly committed to the Rebel cause, the Rebellion will make full use of his or her talents).

In group combat, the Bounty Hunter offers a balance of offense, defense and crowd control. They make excellent pullers, using their abilities to isolate a target and bring it back to the group. Your area of effect potential is
limited — concentrate your fire to protect the Commandos, Medics or whoever’s in trouble at the moment. Solo, the Bounty Hunter offers an excellent mix of talents. Make sure to make full use of your crowd control abilities to
keep the enemy coming at a pace you can handle.

In the first phase of your career, you’ll learn the basics of lethal, non-lethal and dirty fighting. In Phase II you’ll start to master your armor, gain your first self-healing abilities and your first trap. In Phase III you’ll
start to pick up area-of-effect attacks, useful against groups of enemies. In Phase IV you’ll reach your full potential with all these abilities.

Chronicler

A Chronicler has the ability to create quests from chronicle relics. The quest builder can be used to write questlike stories which will appear in the quest journal of a player trying to activate the
quest. All players can advance in the Chronicle Master profession besides their regular profession. Advancement is achieved by creating quests.

Commando

There’s always work for a good soldier. The Commando is a warrior, and you’re all about putting the serious hurt on the enemy. You have lots of useful skills — armor, self-heals, non-lethal attacks and
mines — but they’re all pretty small potatoes compared to your real specialties, which are highly lethal long-range attacks, and serious area-of-effect damage. As a Commando, you’re plenty tough enough to take care of yourself,
but your training is really geared to working as part of a unit. If you’re a serious loner, look to some of the more versatile professions. In solo action, remember that your specialty is offense, not defense. Try to hit ’em
hard and take them out before they get to you. Crowd control is not your specialty, but making the most of what you have will definitely keep you alive longer. Be cautious about your AoE (area-of-effect) attacks; they can get
you into big trouble if used unwisely. Mines are your friends when pulling.

In group combat, your job is to dish out the massive damage, preferably from a well-defended position. Remember that you are not a tank, and long range is your friend. Stay behind a Jedi, or work with a Bounty Hunter to
immobilize foes who get inconveniently close. Your high-damage, long-range attacks are naturals for pulling, but be careful — you don’t want to become the focus of aggro from a highdamage opponent that’s tough enough to get
close. For seriously nasty foes, let somebody else do the initial pulling, and then check in with some overwhelming damage when the time is right.

In the first phase, you learn basic ranged and area-ofeffect attacks. You’ll also pick up a couple of useful non-lethal attacks. In Phase II your attacks become more deadly, and your defense begins to improve, as you start to
master your armor, and begin to learn self-healing. In Phase III you start to work with traps (mines), and learn a new non-lethal technique. In Phase IV you reach your full potential in all these disciplines, culminating in the
aptly named Excessive Force attack.

Entertainer

An Entertainer is expected to master all of the show business arts — music, dancing and image design. Prima donnas are not allowed; you’re expected to be able to fill in wherever an extra hand is needed. In
addition, it’s up to you to craft your own musical instruments and dance props.

The Entertainer is probably the ultimate roleplaying class. You have no combat potential, and you produce nothing tangible. (We’ve said it before — this is a Profession for serious, experienced roleplayers; do not become an
Entertainer for your first character’s Profession.) That’s not to say you have no function in the game — an adventuring party would be foolish to go out on a major mission without the 10% experience bonus you can provide, and
the cover charges you can collect for that service should provide you an adequate income. Perhaps more importantly, as an Entertainer you will anchor the cantina as the roleplaying center of the Star Wars universe. There’s a
time and place for adventuring, and there’s a time and a place for socializing and roleplaying. The Entertainer ensures that when players are in the mood for some relaxation, they have some place to go to do it, and someone to
do it with.

As an Entertainer, you earn experience anytime you entertain. However, you earn even more experience when you also buff your audience. You can buff more than one target at a time, but you must specifically target each person
you buff. You can only apply one type of buff at a time — you can’t apply an Architect buff and a Weaponsmith buff at the same time.

Buffs don’t take long to apply, and can last for hours. Even at low levels, an Entertainer can apply a buff that lasts a couple hours within two or three minutes. At the highest levels, an Entertainer can apply a full-length
buff in as little as 10 seconds. Higher level Entertainers can apply buffs more quickly and that last longer, but the buff effect is the same for all Entertainers. Buffs don’t stack — you can only have one Entertainer buff at
a time. Which are:

General (Combat)

10% Experience

10% Faction

Entertainer

12% Experience

You can use instruments one level higher than normal.

You can use dance props one level higher than normal.

Entertainer: Image Designer

15% Experience

Temporarily adjusts body size (limited use).

More holo-emote charges (50).

Entertainer: Dancer

15% Experience

You can use dance props two levels higher than normal.

Entertainer: Musician

15% Experience

You can use instruments two levels higher than normal.

Trader: Artisan

12% Experience

Bonus to Resource Quality from Tool (1%).

Bonus to assembly success (5%).

Bonus to Experimental Success (5%).

Trader: Merchant

You can create Vendor Types above your current level (Hiring +20).

You can customize vendors (limited use).

Trader: All Others

15% Experience

Bonus to Resource Quality from Tool (2%).

Bonus to Assembly Success (10%).

Bonus to Experimentation Success (10%).

Jedi

The ancient Jedi Order is dead, but the Force lives on. And as long as there is life in the galaxy, there will be those who can tap into the Force and channel it. There are still a few such gifted persons
who dare to study the ancient path of the Jedi. They practice the techniques of the Jedi arts, and they even make their own lightsabers. Some of them become formidable indeed. Of course, without the regulating influence of the
Jedi order, many of them are drawn to the Dark Side. The dark Jedi is no longer the exclusive domain of the Sith.

As a Jedi, you represent the optimum balance of offensive and defensive power. Your inability to wear armor is more than made up for by your Forcebased defenses. Your biggest drawbacks, tactically, are your extremely limited
ranged combat potential and your lack of area-of-effect attacks. Basically, you have to take on the enemy one at a time, and face to face.

In solo hunting, your biggest challenge will be to avoid getting mobbed. One-on-one, you’re probably more than a match for anything remotely near your level, but you’ll need to exercise extreme caution in pulling targets
away from groups. Your crowd control abilities are quite limited, but you’ll have to make the most of them in order to survive. In groups, you are the tank. Your function is to take all the aggro you can, to keep the bad guys
off the Medic, the Officer and even the Commando (Commandos are tough, but they’re at full efficiency only when working at range). Any damage you can dish out is great, but it’s strictly secondary in importance to taking it.
Yes, this means that your goal in group combat is exactly the opposite of your tactics solo. The difference is, in a group you’ll potentially have a Medic focusing most of his attention on you, a Bounty Hunter keeping
reinforcements under wraps, a Commando blasting the enemy back where he came from, etc. It’s good to have friends.

Jedi have the ability to craft their own lightsabers.

In the first phase, you learn to use the Force for basic offense and defense. In Phase II you pick up basic healing, and your first crowd control abilities. In Phase III your crowd control abilities advance dramatically. In
Phase IV your attacks and defenses reach their full potential.

Medic

A combat Medic is a true treasure — one that must be cherished and protected. The presence of a Medic in a group can make a huge difference in the group’s combat potential. It can safely be said that no
other profession can make as big an impact on a group’s survivability with a single character. There is, of course, a downside — Medics have remarkably little solo potential. Yes, they can do some significant damage, but much
of their damage is of the combat-support, damageover-time variety. Do not become a Medic unless you like to make friends, this is absolutely not a Profession for loners.

Your instant heals are all of the area-effect variety, which means you don’t have to monitor the entire party to see who’s in the most trouble at the moment. For the purposes of timing your heals, key on the Jedi. If the party
has all its ducks in the row, he’ll be the one taking the most damage, most often. While some of your one-on-one attacks are impressive, they should be your least used abilities. In combat, your first priority is to keep the
others healed, and your second is to provide the cover of a good selection of area-of-effect, damage-over-time attacks. Many of your heals have a defined radius, so remind your comrades to stay close to you in combat. Always
avoid drawing aggro, and try to leave yourself an escape route. Don’t be afraid to bug out if the combat is going against your group — your Revives can be a major time saver for the group, particularly in instanced missions,
but only if you survive the attack yourself.

In the first phase you pick up your basic group heals, attacks and damage over time attacks. In Phase II you add healing over time and area effect attacks to your repertoire. You also gain the ability to revive a clinically
dead PC. In Phase III you gain the ability to buff health. In Phase IV you (finally!) gain the game’s most powerful self heal, and the ability to revive fallen groups.

Officer

An Officer is a trained leader whose goal is to forge a unit into something greater than the sum of its parts. Although as an Officer your direct damage potential is limited, your value lies in the ways
you will make everybody else in the group stronger. The unique province of the Officer is buffs. You can buff your own group’s defense and damage potential, and debuff the enemy’s defenses. You also get the ability to call down
artillery strikes — powerful area-of-effect attacks — on the enemy. Although the Officer has decent offensive and defensive potential in his own right, in some ways he’s even more tied down to group play than the Medic. An
Officer without a group is literally only operating at half his potential.

In combat your first responsibility is to keep everybody fully buffed, all the time. Once that’s taken care of, you can lay down a little area-of-effect mayhem. Be careful with your AoE (area-of-effect) attacks, and make sure
that they don’t send aggro where you don’t want it to go. An artillery strike may seem like a great way to kick off a battle, but you’re probably better off saving it for later, after the enemy has been divided up a bit and
most of the enemy is already committed.

Finally, particularly at high levels, every party needs a strong leader to make sure everybody’s efforts are coordinated and nobody’s cutting the others off at the knees. There’s nothing in the mechanics of the Officer
profession that makes you a better leader than anybody else, but from a roleplaying perspective that’s certainly a natural function. If you like working in a group, helping others master the game and engaging in intense
high-level combat at the upper edge of your team’s potential, then definitely consider the Officer profession.

In the first phase you get your basic attacks and defensive buffs and debuffs. In Phase II you add a self heal, and an area-effect attack. In Phase III you get to call in an artillery strike. In Phase IV your damage buffs and
artillery strikes become truly fearsome.

Pilot

As a Pilot, you can follow three different career paths — a neutral Privateer, an Imperial Navy Pilot, or a Rebel Alliance Starfighter Pilot. No matter which one you choose, you will gain the ability to soar
through the stars and expand your Star Wars Galaxies combat horizons. Being a Pilot opens up an entirely new realm of player-versus-environment and player-versus-player dogfights.

Foreword

So you want to be a Pilot in the Star Wars universe? Well, as we all know, flying aces like Solo and Skywalker weren’t born in a day. There’s a few things you’ll need to understand about starships and piloting before you’re ready
to launch into your first battle. Advanced maneuvers, dogfighting techniques, ordnance proficiency … these are just a handful of the topics you’ll need to study if you hope to survive more than a light year from your landing pad.

Don’t forget that there’s a Galactic Civil War going on — and like it or not, you’re going to have to take a side in the matter, even if that side is no side at all. (After all, there are a lot of enterprising, independent
“contractors” out there with their minds on slightly illicit business deals. They may be willing to bank on a loner like you, if that helps them profit from the Empire’s attention being focused elsewhere.) What allegiance you
choose in the war will have a large impact on your piloting and fighting capabilities, as well as the progress you’ll make in your career.

Why Become a Pilot?

Becoming a Pilot is almost a no-brainer! Who hasn’t dreamed of unfolding their X-Wing fighter and strafing the course of an Imperial Star Destroyer while in formation with your wingmates? How about the feel of inertia as you bank
and roll to evade the fire of pursuing Hutt fighters in your YT-1300? Have you grinned at the possibilities of fuzzy dice in your TIE cockpit?

There are many reasons to play a Pilot:

For one, starships are a very effective means of planetary travel. Ordinarily, to travel through systems, you must wait for shuttles to land at special starports. Many times you won’t be able to simply go from point A to point D.
You’ll have to go from A to B to C to D via connecting flights. This means of “planet-hopping” can be expensive and time-consuming. But thanks to the miracle of hyperspace travel, starship owners (with hyperspace-capable engines)
can travel across the galaxy in mere moments — perfect for those annoying harvester runs! Becoming a Pilot is also inexpensive. Everything is provided to you by the faction you decide to join. Your faction will provide you with a
starship to get you out and flying, training when they believe you’re ready for it. Your faction will even reward you with bonus credits for a job well-done — or maybe a shiny new flight suit!

But there’s more. Pilot professions can be learned while you’re learning any other skill. For example, you can be a smuggler flying ace, just like ….

Pilot Factions

Pilots can be one of three factions — Imperial, Rebel or Privateer (neutral). Faction plays a large role in training, since the only training you can get is from faction-related NPCs, at the moment.

Faction becomes more important in PvP play, when the Imperial and Rebel fighters duke it out for control over deep space. Whichever group maintains control has the best access to loot and can often intercept enemy shipments.
Privateer Pilots aren’t excluded when it comes to faction PvP play, however; they get their fair share of loot that is unavailable to Pilots who have sworn allegiance to one side or another.

Profession Paths

Each step on your professional path gains one of the following four types of advantages:

Pilot Certifications

Weapon Certifications

Pilot Commands & Abilities

Droid Programs & Certifications

Politician

Politician is a unique profession, giving you the opportunity to run and manage your own city. As an optional profession (but not a starting profession), any character with a little free time can begin
the life of a Politician. To become a Politician, all you need to do is acquire and place a house (through a deed), then declare residency. If you choose to follow the route of the Politician — not just to get a house — the
next step is to place a City Hall. Limited by location so city zones do not overlap, every Politician needs to ensure a steady, ongoing population for the survival of her city. Ten citizens is the minimum amount required to
run a city. The size of the city determines which structures may be placed within the city.

Some of your Politician abilities are usable from the command window and others from the management terminal in the City Hall (after you become a mayor of a city). As long as you’re mayor, you have access to that terminal.
You can place the buildings most crucial to a city’s survival — civic structures. In addition, you may also place mission terminals, plus statues and other ornamental structures. Your city’s visual appeal can be important as
you attempt to entice passers-by into becoming citizens.

Taxes and militia are other mayoral responsibilities, and are important elements in a player’s decision as to where to call home. Split up into four categories, the mayor may require a property tax, citizen tax, sales tax,
and travel tax of his or her citizens. The mayor may also appoint citizens to the city militia, which has the power to ban unruly characters from entering civic structures, or make them attackable within city limits.

Another unique benefit of the Politician profession is to provide a city specialization. This specialization, in exchange for a weekly credit cost, provides important benefits to the city’s inhabitants. Using all of these
abilities wisely, the Politician can create a powerful city that players will fight over for citizenship rights. These skills are open to anyone with the temperament to make use of them, allowing every player the unique
opportunity to enter politics.

Smuggler

It takes a special breed to survive on the edge of the law. The authorities see you as a menace, while organized crime regards you as a very disposable commodity. To survive as a Smuggler you have to be
quick, alert and, most of all, versatile. The Smuggler is the ultimate generalist. You have to be able to do a little bit of everything. Targeted and area-of-effect attacks, slows, traps, even a singleplayer buff are all in
your arsenal. Versatility is your strength, and you have to need to have the creativity to make full use of everything you can do. If you prefer to do the same thing in all situations, or you want to be the absolute most
awesome at something specific, think about becoming a Commando or Jedi.

One of your most unique abilities is Fence Items, which allows you to get the full benefit of those miscellaneous items you find lying around, without having to abandon profitable stuff or interrupt a long mission to go and
sell.

Smugglers are loners by nature, and as a Smuggler you have excellent solo potential. Sure, there are other professions that can deal out more damage one-on-one, but the Smuggler is a complete survival package, combining
offense, defense and crowd control. If you choose to be a Smuggler, definitely plan on logging some serious solo time. Groups, on the other hand, generally prefer specialists to generalists. Truth be told, if they could
have everything exactly how they want it, most groups would prefer another Jedi or Commando to a Smuggler. However, you’ll be able to make a positive contribution to any group you join, and you shouldn’t find teaming up an
impossible chore, especially if you’re willing to fill in where you’re needed. Don’t be greedy about the loot … let the others have first pick of the high-value stuff, and make up the difference by systematically collecting
and fencing the small stuff. In group combat, concentrate on lightening the aggro load on the front-line Jedi and Bounty Hunters, or on mopping up breakaway enemies who get past the front line fighters to go after the Medic,
Officer or Commando.

In the first phase you get basic single-target and areaof-effect attacks, crowd control abilities, plus a singleplayer buff and the Fence Items ability. In Phase II you get a self heal and a trap. In Phase III you get
single-target damage over time potential. Phase IV brings your combat abilities to their full potential.

Spy

The Spy believes that violence should always be discreet. Let others go blasting away all over the landscape, the Spy’s art is more delicate. Ideally, the target will literally never know what hit him. As
the game’s only stealth-based profession, the Spy occupies a unique niche. The Spy’s style of play isn’t for everybody, but players of a certain mindset will find it irresistible. There are basically two completely unique
abilities in the Spy’s profession. Your stealth skills allow you to approach an enemy unseen and either launch a devastating attack or simply slip by, while your smoke abilities allow you to break off combat and escape
without being chased.

Because the Spy’s abilities are so unique, you’re equally well adapted to either solo or group adventuring, and your basic tactics will be the same either way: use stealth to stay out of sight, select a target and hit it hard,
trying to take it out fast. If things get too intense, use smoke to break out of combat, and then move in again when the time is right. This kind of combat requires patience and alertness, but it can be incredibly devastating
if mastered.

One advantage you have, particularly in solo play, is that you don’t have to fight everybody who gets in your way. You can just slip past those inconveniently difficult, optional encounters. This is particularly convenient in
instanced missions and other “dungeon”-style environments. In group combat, try to concentrate on relieving the heat on the Jedi or other front-line fighter by thinning the crowd of enemies around him.

In the first phase you get your basic attacks, plus stealth and evasion techniques. You also learn how to quietly relieve others of their valuables. In Phase II you add a self heal and an area-effect damage-over-time attack.
In Phase III you get an area-effect stun. In Phase IV you get an area-effect slow, and your damage-dealing and stealth skills are maximized.

Trader - Domestic Goods

This is what home-ec majors go on to do in a galaxy far, far away. Domestics isn’t the most glamorous or lucrative Merchant field, but there’s a solid living to be made here, particularly from high-end
clothing — style is important to top rank adventurers. Hang out in the cities and watch what adventurers are wearing, try to figure out what’s stylish at the moment. As your abilities increase, it pays to travel a bit — you
won’t find out what the adventurers of Combat Level 75-90 are wearing by hanging around Mos Eisley.

Trader - Engineering

This one is a bit tricky. For one thing, you have to master more levels to reach Engineering Trader than for any other field. For another, much of your business in the droid trade will be to other Merchants
(although Pilots of all types will also seek out your wares). Your sideline in weapons will help support you as you rise in your field, but if you’re going to sell weapons, it’s even more important for you to avoid areas where
the market is glutted than it is for the Munitions Trader.

Trader - Munitions

This is the golden road, the bread and butter of the Trader’s art. Everybody needs armor and weapons, at all levels and all the time. There’s absolutely no shortage of customers for these goods.

Unfortunately, there’s no shortage of Traders for these goods either, and your biggest worry is that your location will get glutted with shops of a certain level, and your vendors will get overlooked in the crowd. You’ll need
to get creative to set up shop where your products are really needed, or you’ll need to get creative in promoting yourself aggressively. This is a branch that not only needs to be played, it definitely needs to be roleplayed.

Trader - Structures

The Structures trade is your classic high-profit, low volume line. If you see yourself as more of an engineer than a tinkerer — if you’re truly hard core about crafting — this is the field for you. Once you
reach the top tier of this field you’ll be able to name your own price for a hot customized yacht or cruiser, or an exotic home or headquarters. In the meantime, however, you’ll have to support yourself by producing and selling
interesting furniture and ship upgrades, plus the occasional starter home or fighter.